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May 22, 2013, 05:43:34 AM
TIGSource ForumsDeveloperBusinessWould a demo specific level work?
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ionside
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« on: October 18, 2010, 04:00:41 PM »

My game is almost complete, and as I understand it a demo is crucial to it gaining interest.
The problem is my game is episodic (meaning about an hour and a half plus of game play) and quite story based. So I'm wondering whether a level made specifically for the demo (not in the game) would be a good move?
Or would people feel cheated that they're not sampling from the actual game?
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brog
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« Reply #1 on: October 18, 2010, 04:19:26 PM »

Sounds like a good idea.  A demo that's specifically crafted to get across what the game is like and why people should play it is probably going to be a lot more effective than just taking some segment of the game itself - the levels in the game are serving a different purpose, they're designed to fit into the context of the larger story, so there's no reason to expect they'd stand alone well.  Plus I think it's cool when demos are like a piece of bonus content that complements the game as well as advertising it, like a bit of story from the perspective of a different character or whatever; it's kind of like b-side on a music single.  So if you think it's the best way to make a demo, do it.  I don't think anyone will feel cheated - it's still a demonstration of what the game is like.
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ionside
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« Reply #2 on: October 18, 2010, 09:26:04 PM »

That's very well put, Brog. Yes it does sound well worth it and your point that it could be of the perspective of another character is brilliant.

Smiley
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Jonathan
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« Reply #3 on: October 19, 2010, 03:31:33 PM »

Quote from: ionside
The problem is my game is episodic (meaning about an hour and a half plus of game play) and quite story based.
Wait, do you mean that each episode is about 1.5 hours long, or the entire game is that length?  I'm assuming the former, since most of the episodic games I've played come in segments that are about an hour long... but if it's the latter, then your game might not even need a demo (especially considering that most demos out there are about an hour long).  In this case, brog's suggestion seems like a good route. 
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ionside
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« Reply #4 on: October 19, 2010, 08:40:52 PM »

Hey Jonathan, yeah it's around 1.5 hours per episode.

I think a demo specific level would be good; it allows the player to make sure it runs on their machine and get a feel for the game, while knowing the episodes won't be a replay of what they've already played for free.
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Notch
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« Reply #5 on: October 20, 2010, 01:00:49 AM »

Valve did something like this with Half-Life: Uplink. As long as it correctly conveys the general feeling of the game, I don't think anyone would feel cheated.
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starsrift
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« Reply #6 on: October 20, 2010, 02:05:23 AM »

 think demo-specific levels are great, because you can still hide some of the story of the game, as well as show off a more rapid evolution of how the player can grow (levels, weapons, whatever it is your game does).

The Path also did this, the demo puts you in the position of the white-clothed girl...
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ionside
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« Reply #7 on: October 20, 2010, 03:21:51 PM »

Oh yeah Uplink, ofcourse! And I wasn't even aware of Tale of Tales doing it with the Path (I actually might play the demo after playing the game on that note).

A good point by starsrift - you can show off the 'best of' so to speak.
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rogerlevy
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« Reply #8 on: October 24, 2010, 11:38:27 AM »

To save time, you could take a scene and strip out all the story elements, and just focus on showcasing the gameplay.
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Blackcorn
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« Reply #9 on: October 26, 2010, 01:35:25 PM »

+1 for Notch and Starsrift examples. Some others games did that in the past such as Army Men, Cannon Fodder 2, Jagged Alliance 2 and even Fallout 1 (the demo level was inspired by Junktown level you could found in the full game).

To create a demo-specific level take times but it is probably the best think to do for your players. It is the opportunity to show the best part of your game without wasting the surprise of each steps and levels of your game. If you have the time and some idea to do so, you really should consider to create a demo-specific level. If you don't, the suggestion of Mcsleepy could be the best.
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gambrinous
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« Reply #10 on: October 27, 2010, 01:42:49 AM »

Knights of the Chalice did this very well. It's an old school D&D game so when you start the full game you are level 1 and die if something sneezes on you. The demo gave you a ready made party of L4 characters with a one-off (and very challenging) map to clear.
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bateleur
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« Reply #11 on: October 27, 2010, 03:16:48 AM »

Personally I really like the style of demo where the content is demo-specific. It's a chance for the developer to show me why I want to play their game instead of making me guess.
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Lynx
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« Reply #12 on: October 27, 2010, 01:53:57 PM »

If it's a story-centric game, it makes sense you'd have a prologue for the story.  But before you get carried away with the idea of making it a boring introduction of all the story elements you plan to use, I'd argue that what you want is more of the 'hook' - something that gets you interested in the characters themselves.

For instance, suppose your episodic story is about a thief who happens upon the Macguffin for a war between two kingdoms - say a compass that points to the one true heir for the throne of the "evil" kingdom.  Rather than write some boring stuff about how the war began and the king and queen of Mediocre hid their prince away, but an accident befell the knight who was supposed to take the compass away and it fell into a noble's clutches - I can see your eyes glazing over already - you introduce the thief and his ambition to be acknowledged as the greatest thief in the world.  His rival challenges him to three tests.

In the first, a tutorial, he loses because he's just a little bit too slow (or maybe he actually can win if the player is good enough).  The second one is a big enough level to apply what he's learned and the player wins it.  "Last chance, let's double the bet," sneers the rival as they meet to discuss the third trial.

That's where you tease the first paid episode to come - the mansion with invincible security.  Whomever returns with the Macguffin wins.  By now the player should be interested in smacking the rival in the face, and have a good idea of the gameplay.
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